feat(physics): port retail projectile integration

Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions.

Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage.

Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-14 11:43:11 +02:00
parent 542dcfc384
commit f02b995e4f
21 changed files with 1669 additions and 263 deletions

View file

@ -146,6 +146,8 @@ src/
PhysicsDataCache.cs -> GfxObj / Setup / CellStruct collision data (done, active)
ShadowObjectRegistry.cs -> broadphase for nearby physics objects (active)
PhysicsEngine.cs -> ResolveWithTransition active player path
ProjectilePhysicsStepper.cs -> pure retail projectile integration + sweep
RetailFrameMath.cs -> retail full-3D vector-heading frame construction
CellBsp.cs -> not a first-class runtime owner yet (L.2e)
World/
GameEntity.cs -> target unified entity, not current reality
@ -216,7 +218,12 @@ InputDispatcher / PlayerMovementController
What exists and is active:
- `PhysicsEngine.ResolveWithTransition` is the path used for local player
collision resolution.
collision resolution and the shared continuous object sweep.
- `ProjectilePhysicsStepper` is the pure Core driver for retail projectile
clock quanta, final-state acceleration, velocity/angular integration,
AlignPath, Setup-sphere transition sweeps, and collision response. It owns no
live entity, network, rendering, or App state; the App controller supplies
those boundaries.
- `BSPQuery` contains the partial retail-style BSP collision dispatcher used by
the transition path.
- `TransitionTypes` carries `SpherePath`, `CollisionInfo`, `ObjectInfo`,